/**
 * @author Virtulous / https://virtulo.us/
 */

( function () {

	var Virtulous = {};

	Virtulous.KeyFrame = function ( time, matrix ) {

		this.time = time;
		this.matrix = matrix.clone();
		this.position = new THREE.Vector3();
		this.quaternion = new THREE.Quaternion();
		this.scale = new THREE.Vector3( 1, 1, 1 );
		this.matrix.decompose( this.position, this.quaternion, this.scale );
		this.clone = function () {

			var n = new Virtulous.KeyFrame( this.time, this.matrix );
			return n;

		};
		this.lerp = function ( nextKey, time ) {

			time -= this.time;
			var dist = ( nextKey.time - this.time );
			var l = time / dist;
			var l2 = 1 - l;
			var keypos = this.position;
			var keyrot = this.quaternion;
			//      var keyscl =  key.parentspaceScl || key.scl;
			var key2pos = nextKey.position;
			var key2rot = nextKey.quaternion;
				//  var key2scl =  key2.parentspaceScl || key2.scl;
			Virtulous.KeyFrame.tempAniPos.x = keypos.x * l2 + key2pos.x * l;
			Virtulous.KeyFrame.tempAniPos.y = keypos.y * l2 + key2pos.y * l;
			Virtulous.KeyFrame.tempAniPos.z = keypos.z * l2 + key2pos.z * l;
			//     tempAniScale.x = keyscl[0] * l2 + key2scl[0] * l;
			//     tempAniScale.y = keyscl[1] * l2 + key2scl[1] * l;
			//     tempAniScale.z = keyscl[2] * l2 + key2scl[2] * l;
			Virtulous.KeyFrame.tempAniQuat.set( keyrot.x, keyrot.y, keyrot.z, keyrot.w );
			Virtulous.KeyFrame.tempAniQuat.slerp( key2rot, l );
			return Virtulous.KeyFrame.tempAniMatrix.compose( Virtulous.KeyFrame.tempAniPos, Virtulous.KeyFrame.tempAniQuat, Virtulous.KeyFrame.tempAniScale );

		};

	};

	Virtulous.KeyFrame.tempAniPos = new THREE.Vector3();
	Virtulous.KeyFrame.tempAniQuat = new THREE.Quaternion();
	Virtulous.KeyFrame.tempAniScale = new THREE.Vector3( 1, 1, 1 );
	Virtulous.KeyFrame.tempAniMatrix = new THREE.Matrix4();
	Virtulous.KeyFrameTrack = function () {

		this.keys = [];
		this.target = null;
		this.time = 0;
		this.length = 0;
		this._accelTable = {};
		this.fps = 20;
		this.addKey = function ( key ) {

			this.keys.push( key );

		};
		this.init = function () {

			this.sortKeys();

			if ( this.keys.length > 0 )
				this.length = this.keys[ this.keys.length - 1 ].time;
			else
				this.length = 0;

			if ( ! this.fps ) return;

			for ( var j = 0; j < this.length * this.fps; j ++ ) {

				for ( var i = 0; i < this.keys.length; i ++ ) {

					if ( this.keys[ i ].time == j ) {

						this._accelTable[ j ] = i;
						break;

					} else if ( this.keys[ i ].time < j / this.fps && this.keys[ i + 1 ] && this.keys[ i + 1 ].time >= j / this.fps ) {

						this._accelTable[ j ] = i;
						break;

					}

				}

			}

		};

		this.parseFromThree = function ( data ) {

			var fps = data.fps;
			this.target = data.node;
			var track = data.hierarchy[ 0 ].keys;
			for ( var i = 0; i < track.length; i ++ ) {

				this.addKey( new Virtulous.KeyFrame( i / fps || track[ i ].time, track[ i ].targets[ 0 ].data ) );

			}
			this.init();

		};

		this.parseFromCollada = function ( data ) {

			var track = data.keys;
			var fps = this.fps;

			for ( var i = 0; i < track.length; i ++ ) {

				this.addKey( new Virtulous.KeyFrame( i / fps || track[ i ].time, track[ i ].matrix ) );

			}

			this.init();

		};

		this.sortKeys = function () {

			this.keys.sort( this.keySortFunc );

		};

		this.keySortFunc = function ( a, b ) {

			return a.time - b.time;

		};

		this.clone = function () {

			var t = new Virtulous.KeyFrameTrack();
			t.target = this.target;
			t.time = this.time;
			t.length = this.length;

			for ( var i = 0; i < this.keys.length; i ++ ) {

				t.addKey( this.keys[ i ].clone() );

			}

			t.init();
			return t;

		};

		this.reTarget = function ( root, compareitor ) {

			if ( ! compareitor ) compareitor = Virtulous.TrackTargetNodeNameCompare;
			this.target = compareitor( root, this.target );

		};

		this.keySearchAccel = function ( time ) {

			time *= this.fps;
			time = Math.floor( time );
			return this._accelTable[ time ] || 0;

		};

		this.setTime = function ( time ) {

			time = Math.abs( time );
			if ( this.length )
				time = time % this.length + .05;
			var key0 = null;
			var key1 = null;

			for ( var i = this.keySearchAccel( time ); i < this.keys.length; i ++ ) {

				if ( this.keys[ i ].time == time ) {

					key0 = this.keys[ i ];
					key1 = this.keys[ i ];
					break;

				} else if ( this.keys[ i ].time < time && this.keys[ i + 1 ] && this.keys[ i + 1 ].time > time ) {

					key0 = this.keys[ i ];
					key1 = this.keys[ i + 1 ];
					break;

				} else if ( this.keys[ i ].time < time && i == this.keys.length - 1 ) {

					key0 = this.keys[ i ];
					key1 = this.keys[ 0 ].clone();
					key1.time += this.length + .05;
					break;

				}

			}

			if ( key0 && key1 && key0 !== key1 ) {

				this.target.matrixAutoUpdate = false;
				this.target.matrix.copy( key0.lerp( key1, time ) );
				this.target.matrixWorldNeedsUpdate = true;
				return;

			}

			if ( key0 && key1 && key0 == key1 ) {

				this.target.matrixAutoUpdate = false;
				this.target.matrix.copy( key0.matrix );
				this.target.matrixWorldNeedsUpdate = true;
				return;

			}

		};

	};

	Virtulous.TrackTargetNodeNameCompare = function ( root, target ) {

		function find( node, name ) {

			if ( node.name == name )
				return node;

			for ( var i = 0; i < node.children.length; i ++ ) {

				var r = find( node.children[ i ], name );
				if ( r ) return r;

			}

			return null;

		}

		return find( root, target.name );

	};

	Virtulous.Animation = function () {

		this.tracks = [];
		this.length = 0;

		this.addTrack = function ( track ) {

			this.tracks.push( track );
			this.length = Math.max( track.length, this.length );

		};

		this.setTime = function ( time ) {

			this.time = time;

			for ( var i = 0; i < this.tracks.length; i ++ )
				this.tracks[ i ].setTime( time );

		};

		this.clone = function ( target, compareitor ) {

			if ( ! compareitor ) compareitor = Virtulous.TrackTargetNodeNameCompare;
			var n = new Virtulous.Animation();
			n.target = target;
			for ( var i = 0; i < this.tracks.length; i ++ ) {

				var track = this.tracks[ i ].clone();
				track.reTarget( target, compareitor );
				n.addTrack( track );

			}

			return n;

		};

	};

	var ASSBIN_CHUNK_AICAMERA = 0x1234;
	var ASSBIN_CHUNK_AILIGHT = 0x1235;
	var ASSBIN_CHUNK_AITEXTURE = 0x1236;
	var ASSBIN_CHUNK_AIMESH = 0x1237;
	var ASSBIN_CHUNK_AINODEANIM = 0x1238;
	var ASSBIN_CHUNK_AISCENE = 0x1239;
	var ASSBIN_CHUNK_AIBONE = 0x123a;
	var ASSBIN_CHUNK_AIANIMATION = 0x123b;
	var ASSBIN_CHUNK_AINODE = 0x123c;
	var ASSBIN_CHUNK_AIMATERIAL = 0x123d;
	var ASSBIN_CHUNK_AIMATERIALPROPERTY = 0x123e;
	var ASSBIN_MESH_HAS_POSITIONS = 0x1;
	var ASSBIN_MESH_HAS_NORMALS = 0x2;
	var ASSBIN_MESH_HAS_TANGENTS_AND_BITANGENTS = 0x4;
	var ASSBIN_MESH_HAS_TEXCOORD_BASE = 0x100;
	var ASSBIN_MESH_HAS_COLOR_BASE = 0x10000;
	var AI_MAX_NUMBER_OF_COLOR_SETS = 1;
	var AI_MAX_NUMBER_OF_TEXTURECOORDS = 4;
	var aiLightSource_UNDEFINED = 0x0;
	//! A directional light source has a well-defined direction
	//! but is infinitely far away. That's quite a good
	//! approximation for sun light.
	var aiLightSource_DIRECTIONAL = 0x1;
	//! A point light source has a well-defined position
	//! in space but no direction - it emits light in all
	//! directions. A normal bulb is a point light.
	var aiLightSource_POINT = 0x2;
	//! A spot light source emits light in a specific
	//! angle. It has a position and a direction it is pointing to.
	//! A good example for a spot light is a light spot in
	//! sport arenas.
	var aiLightSource_SPOT = 0x3;
	//! The generic light level of the world, including the bounces
	//! of all other lightsources.
	//! Typically, there's at most one ambient light in a scene.
	//! This light type doesn't have a valid position, direction, or
	//! other properties, just a color.
	var aiLightSource_AMBIENT = 0x4;
	/** Flat shading. Shading is done on per-face base,
	 *  diffuse only. Also known as 'faceted shading'.
	 */
	var aiShadingMode_Flat = 0x1;
	/** Simple Gouraud shading.
	 */
	var aiShadingMode_Gouraud = 0x2;
	/** Phong-Shading -
	 */
	var aiShadingMode_Phong = 0x3;
	/** Phong-Blinn-Shading
	 */
	var aiShadingMode_Blinn = 0x4;
	/** Toon-Shading per pixel
	 *
	 *  Also known as 'comic' shader.
	 */
	var aiShadingMode_Toon = 0x5;
	/** OrenNayar-Shading per pixel
	 *
	 *  Extension to standard Lambertian shading, taking the
	 *  roughness of the material into account
	 */
	var aiShadingMode_OrenNayar = 0x6;
	/** Minnaert-Shading per pixel
	 *
	 *  Extension to standard Lambertian shading, taking the
	 *  "darkness" of the material into account
	 */
	var aiShadingMode_Minnaert = 0x7;
	/** CookTorrance-Shading per pixel
	 *
	 *  Special shader for metallic surfaces.
	 */
	var aiShadingMode_CookTorrance = 0x8;
	/** No shading at all. Constant light influence of 1.0.
	 */
	var aiShadingMode_NoShading = 0x9;
	/** Fresnel shading
	 */
	var aiShadingMode_Fresnel = 0xa;
	var aiTextureType_NONE = 0x0;
	/** The texture is combined with the result of the diffuse
	 *  lighting equation.
	 */
	var aiTextureType_DIFFUSE = 0x1;
	/** The texture is combined with the result of the specular
	 *  lighting equation.
	 */
	var aiTextureType_SPECULAR = 0x2;
	/** The texture is combined with the result of the ambient
	 *  lighting equation.
	 */
	var aiTextureType_AMBIENT = 0x3;
	/** The texture is added to the result of the lighting
	 *  calculation. It isn't influenced by incoming light.
	 */
	var aiTextureType_EMISSIVE = 0x4;
	/** The texture is a height map.
	 *
	 *  By convention, higher gray-scale values stand for
	 *  higher elevations from the base height.
	 */
	var aiTextureType_HEIGHT = 0x5;
	/** The texture is a (tangent space) normal-map.
	 *
	 *  Again, there are several conventions for tangent-space
	 *  normal maps. Assimp does (intentionally) not
	 *  distinguish here.
	 */
	var aiTextureType_NORMALS = 0x6;
	/** The texture defines the glossiness of the material.
	 *
	 *  The glossiness is in fact the exponent of the specular
	 *  (phong) lighting equation. Usually there is a conversion
	 *  function defined to map the linear color values in the
	 *  texture to a suitable exponent. Have fun.
	 */
	var aiTextureType_SHININESS = 0x7;
	/** The texture defines per-pixel opacity.
	 *
	 *  Usually 'white' means opaque and 'black' means
	 *  'transparency'. Or quite the opposite. Have fun.
	 */
	var aiTextureType_OPACITY = 0x8;
	/** Displacement texture
	 *
	 *  The exact purpose and format is application-dependent.
	 *  Higher color values stand for higher vertex displacements.
	 */
	var aiTextureType_DISPLACEMENT = 0x9;
	/** Lightmap texture (aka Ambient Occlusion)
	 *
	 *  Both 'Lightmaps' and dedicated 'ambient occlusion maps' are
	 *  covered by this material property. The texture contains a
	 *  scaling value for the final color value of a pixel. Its
	 *  intensity is not affected by incoming light.
	 */
	var aiTextureType_LIGHTMAP = 0xA;
	/** Reflection texture
	 *
	 * Contains the color of a perfect mirror reflection.
	 * Rarely used, almost never for real-time applications.
	 */
	var aiTextureType_REFLECTION = 0xB;
	/** Unknown texture
	 *
	 *  A texture reference that does not match any of the definitions
	 *  above is considered to be 'unknown'. It is still imported,
	 *  but is excluded from any further postprocessing.
	 */
	var aiTextureType_UNKNOWN = 0xC;
	var BONESPERVERT = 4;

	function ASSBIN_MESH_HAS_TEXCOORD( n ) {

		return ASSBIN_MESH_HAS_TEXCOORD_BASE << n;

	}

	function ASSBIN_MESH_HAS_COLOR( n ) {

		return ASSBIN_MESH_HAS_COLOR_BASE << n;

	}

	function markBones( scene ) {

		for ( var i in scene.mMeshes ) {

			var mesh = scene.mMeshes[ i ];
			for ( var k in mesh.mBones ) {

				var boneNode = scene.findNode( mesh.mBones[ k ].mName );
				if ( boneNode )
					boneNode.isBone = true;

			}

		}

	}
	function cloneTreeToBones( root, scene ) {

		var rootBone = new THREE.Bone();
		rootBone.matrix.copy( root.matrix );
		rootBone.matrixWorld.copy( root.matrixWorld );
		rootBone.position.copy( root.position );
		rootBone.quaternion.copy( root.quaternion );
		rootBone.scale.copy( root.scale );
		scene.nodeCount++;
		rootBone.name = "bone_" + root.name + scene.nodeCount.toString();

		if ( ! scene.nodeToBoneMap[ root.name ] )
			scene.nodeToBoneMap[ root.name ] = [];
		scene.nodeToBoneMap[ root.name ].push( rootBone );
		for ( var i in root.children ) {

			var child = cloneTreeToBones( root.children[ i ], scene );
			if ( child )
				rootBone.add( child );

		}

		return rootBone;

	}

	function aiAnimation() {

		this.mName = "";
		this.mDuration = 0;
		this.mTicksPerSecond = 0;
		this.mNumChannels = 0;
		this.mChannels = [];

	}

	function sortWeights( indexes, weights ) {

		var pairs = [];

		for ( var i = 0; i < indexes.length; i ++ ) {

			pairs.push( {
				i: indexes[ i ],
				w: weights[ i ]
			} );

		}

		pairs.sort( function ( a, b ) { return b.w - a.w } );

		while ( pairs.length < 4 ) {

			pairs.push( {
				i: 0,
				w: 0
			} );

		}

		if ( pairs.length > 4 )
			pairs.length = 4;
		var sum = 0;

		for ( var i = 0; i < 4; i ++ ) {

			sum += pairs[ i ].w * pairs[ i ].w;

		}

		sum = Math.sqrt( sum );

		for ( var i = 0; i < 4; i ++ ) {

			pairs[ i ].w = pairs[ i ].w / sum;
			indexes[ i ] = pairs[ i ].i;
			weights[ i ] = pairs[ i ].w;

		}

	}

	function findMatchingBone( root, name ) {

		if ( root.name.indexOf( "bone_" + name ) == 0 )
			return root;

		for ( var i in root.children ) {

			var ret = findMatchingBone( root.children[ i ], name );

			if ( ret )
				return ret;

		}

		return undefined;

	}

	function aiMesh() {

		this.mPrimitiveTypes = 0;
		this.mNumVertices = 0;
		this.mNumFaces = 0;
		this.mNumBones = 0;
		this.mMaterialIndex = 0;
		this.mVertices = [];
		this.mNormals = [];
		this.mTangents = [];
		this.mBitangents = [];
		this.mColors = [
			[]
		];
		this.mTextureCoords = [
			[]
		];
		this.mFaces = [];
		this.mBones = [];
		this.hookupSkeletons = function ( scene, threeScene ) {

			if ( this.mBones.length == 0 ) return;

			var allBones = [];
			var offsetMatrix = [];
			var skeletonRoot = scene.findNode( this.mBones[ 0 ].mName );

			while ( skeletonRoot.mParent && skeletonRoot.mParent.isBone ) {

				skeletonRoot = skeletonRoot.mParent;

			}

			var threeSkeletonRoot = skeletonRoot.toTHREE( scene );
			var threeSkeletonRootBone = cloneTreeToBones( threeSkeletonRoot, scene );
			this.threeNode.add( threeSkeletonRootBone );

			for ( var i = 0; i < this.mBones.length; i ++ ) {

				var bone = findMatchingBone( threeSkeletonRootBone, this.mBones[ i ].mName );

				if ( bone ) {

					var tbone = bone;
					allBones.push( tbone );
					//tbone.matrixAutoUpdate = false;
					offsetMatrix.push( this.mBones[ i ].mOffsetMatrix.toTHREE() );

				} else {

					var skeletonRoot = scene.findNode( this.mBones[ i ].mName );
					if ( ! skeletonRoot ) return;
					var threeSkeletonRoot = skeletonRoot.toTHREE( scene );
					var threeSkeletonRootParent = threeSkeletonRoot.parent;
					var threeSkeletonRootBone = cloneTreeToBones( threeSkeletonRoot, scene );
					this.threeNode.add( threeSkeletonRootBone );
					var bone = findMatchingBone( threeSkeletonRootBone, this.mBones[ i ].mName );
					var tbone = bone;
					allBones.push( tbone );
					//tbone.matrixAutoUpdate = false;
					offsetMatrix.push( this.mBones[ i ].mOffsetMatrix.toTHREE() );

				}

			}
			var skeleton = new THREE.Skeleton( allBones, offsetMatrix );

			this.threeNode.bind( skeleton, new THREE.Matrix4() );
			this.threeNode.material.skinning = true;

		};

		this.toTHREE = function ( scene ) {

			if ( this.threeNode ) return this.threeNode;
			var geometry = new THREE.BufferGeometry();
			var mat;
			if ( scene.mMaterials[ this.mMaterialIndex ] )
				mat = scene.mMaterials[ this.mMaterialIndex ].toTHREE( scene );
			else
				mat = new THREE.MeshLambertMaterial();
			geometry.setIndex( new THREE.BufferAttribute( new Uint32Array( this.mIndexArray ), 1 ) );
			geometry.addAttribute( 'position', new THREE.BufferAttribute( this.mVertexBuffer, 3 ) );
			if ( this.mNormalBuffer && this.mNormalBuffer.length > 0 )
				geometry.addAttribute( 'normal', new THREE.BufferAttribute( this.mNormalBuffer, 3 ) );
			if ( this.mColorBuffer && this.mColorBuffer.length > 0 )
				geometry.addAttribute( 'color', new THREE.BufferAttribute( this.mColorBuffer, 4 ) );
			if ( this.mTexCoordsBuffers[ 0 ] && this.mTexCoordsBuffers[ 0 ].length > 0 )
				geometry.addAttribute( 'uv', new THREE.BufferAttribute( new Float32Array( this.mTexCoordsBuffers[ 0 ] ), 2 ) );
			if ( this.mTexCoordsBuffers[ 1 ] && this.mTexCoordsBuffers[ 1 ] && this.mTextureCoords[ 1 ].length > 0 )
				geometry.addAttribute( 'uv1', new THREE.BufferAttribute( new Float32Array( this.mTexCoordsBuffers[ 1 ] ), 2 ) );
			if ( this.mTangentBuffer && this.mTangentBuffer.length > 0 )
				geometry.addAttribute( 'tangents', new THREE.BufferAttribute( this.mTangentBuffer, 3 ) );
			if ( this.mBitangentBuffer && this.mBitangentBuffer.length > 0 )
				geometry.addAttribute( 'bitangents', new THREE.BufferAttribute( this.mBitangentBuffer, 3 ) );
			if ( this.mBones.length > 0 ) {

				var weights = [];
				var bones = [];

				for ( var i = 0; i < this.mBones.length; i ++ ) {

					for ( var j = 0; j < this.mBones[ i ].mWeights.length; j ++ ) {

						var weight = this.mBones[ i ].mWeights[ j ];
						if ( weight ) {

							if ( ! weights[ weight.mVertexId ] ) weights[ weight.mVertexId ] = [];
							if ( ! bones[ weight.mVertexId ] ) bones[ weight.mVertexId ] = [];
							weights[ weight.mVertexId ].push( weight.mWeight );
							bones[ weight.mVertexId ].push( parseInt( i ) );

						}

					}

				}

				for ( var i in bones ) {

					sortWeights( bones[ i ], weights[ i ] );

				}

				var _weights = [];
				var _bones = [];

				for ( var i = 0; i < weights.length; i ++ ) {

					for ( var j = 0; j < 4; j ++ ) {

						if ( weights[ i ] && bones[ i ] ) {

							_weights.push( weights[ i ][ j ] );
							_bones.push( bones[ i ][ j ] );

						} else {

							_weights.push( 0 );
							_bones.push( 0 );

						}

					}

				}

				geometry.addAttribute( 'skinWeight', new THREE.BufferAttribute( new Float32Array( _weights ), BONESPERVERT ) );
				geometry.addAttribute( 'skinIndex', new THREE.BufferAttribute( new Float32Array( _bones ), BONESPERVERT ) );

			}

			var mesh;

			if ( this.mBones.length == 0 )
				mesh = new THREE.Mesh( geometry, mat );

			if ( this.mBones.length > 0 )
				mesh = new THREE.SkinnedMesh( geometry, mat );

			this.threeNode = mesh;
			//mesh.matrixAutoUpdate = false;
			return mesh;

		};

	}

	function aiFace() {

		this.mNumIndices = 0;
		this.mIndices = [];

	}

	function aiVector3D() {

		this.x = 0;
		this.y = 0;
		this.z = 0;

		this.toTHREE = function () {

			return new THREE.Vector3( this.x, this.y, this.z );

		};

	}

	function aiVector2D() {

		this.x = 0;
		this.y = 0;
		this.toTHREE = function () {

			return new THREE.Vector2( this.x, this.y );

		};

	}

	function aiVector4D() {

		this.w = 0;
		this.x = 0;
		this.y = 0;
		this.z = 0;
		this.toTHREE = function () {

			return new THREE.Vector4( this.w, this.x, this.y, this.z );

		};

	}

	function aiColor4D() {

		this.r = 0;
		this.g = 0;
		this.b = 0;
		this.a = 0;
		this.toTHREE = function () {

			return new THREE.Color( this.r, this.g, this.b, this.a );

		};

	}

	function aiColor3D() {

		this.r = 0;
		this.g = 0;
		this.b = 0;
		this.a = 0;
		this.toTHREE = function () {

			return new THREE.Color( this.r, this.g, this.b, 1 );

		};

	}

	function aiQuaternion() {

		this.x = 0;
		this.y = 0;
		this.z = 0;
		this.w = 0;
		this.toTHREE = function () {

			return new THREE.Quaternion( this.x, this.y, this.z, this.w );

		};

	}

	function aiVertexWeight() {

		this.mVertexId = 0;
		this.mWeight = 0;

	}

	function aiString() {

		this.data = [];
		this.toString = function () {

			var str = '';
			this.data.forEach( function ( i ) {

				str += ( String.fromCharCode( i ) );

			} );
			return str.replace( /[^\x20-\x7E]+/g, '' );

		};

	}

	function aiVectorKey() {

		this.mTime = 0;
		this.mValue = null;

	}

	function aiQuatKey() {

		this.mTime = 0;
		this.mValue = null;

	}

	function aiNode() {

		this.mName = '';
		this.mTransformation = [];
		this.mNumChildren = 0;
		this.mNumMeshes = 0;
		this.mMeshes = [];
		this.mChildren = [];
		this.toTHREE = function ( scene ) {

			if ( this.threeNode ) return this.threeNode;
			var o = new THREE.Object3D();
			o.name = this.mName;
			o.matrix = this.mTransformation.toTHREE();

			for ( var i = 0; i < this.mChildren.length; i ++ ) {

				o.add( this.mChildren[ i ].toTHREE( scene ) );

			}

			for ( var i = 0; i < this.mMeshes.length; i ++ ) {

				o.add( scene.mMeshes[ this.mMeshes[ i ] ].toTHREE( scene ) );

			}

			this.threeNode = o;
			//o.matrixAutoUpdate = false;
			o.matrix.decompose( o.position, o.quaternion, o.scale );
			return o;

		};

	}

	function aiBone() {

		this.mName = '';
		this.mNumWeights = 0;
		this.mOffsetMatrix = 0;

	}

	function aiMaterialProperty() {

		this.mKey = "";
		this.mSemantic = 0;
		this.mIndex = 0;
		this.mData = [];
		this.mDataLength = 0;
		this.mType = 0;
		this.dataAsColor = function () {

			var array = ( new Uint8Array( this.mData ) ).buffer;
			var reader = new DataView( array );
			var r = reader.getFloat32( 0, true );
			var g = reader.getFloat32( 4, true );
			var b = reader.getFloat32( 8, true );
			//var a = reader.getFloat32(12, true);
			return new THREE.Color( r, g, b );

		};

		this.dataAsFloat = function () {

			var array = ( new Uint8Array( this.mData ) ).buffer;
			var reader = new DataView( array );
			var r = reader.getFloat32( 0, true );
			return r;

		};

		this.dataAsBool = function () {

			var array = ( new Uint8Array( this.mData ) ).buffer;
			var reader = new DataView( array );
			var r = reader.getFloat32( 0, true );
			return !! r;

		};

		this.dataAsString = function () {

			var s = new aiString();
			s.data = this.mData;
			return s.toString();

		};

		this.dataAsMap = function ( scene ) {

			var baseURL = scene.baseURL;
			baseURL = baseURL.substr( 0, baseURL.lastIndexOf( "/" ) + 1 );
			var s = new aiString();
			s.data = this.mData;
			var path = s.toString();
			path = path.replace( /\\/g, '/' );

			if ( path.indexOf( "/" ) != - 1 ) {

				path = path.substr( path.lastIndexOf( "/" ) + 1 );

			}

			return THREE.ImageUtils.loadTexture( baseURL + path );

		};

	}
	var namePropMapping = {

		"?mat.name": "name",
		"$mat.shadingm": "shading",
		"$mat.twosided": "twoSided",
		"$mat.wireframe": "wireframe",
		"$clr.ambient": "ambient",
		"$clr.diffuse": "color",
		"$clr.specular": "specular",
		"$clr.emissive": "emissive",
		"$clr.transparent": "transparent",
		"$clr.reflective": "reflect",
		"$mat.shininess": "shininess",
		"$mat.reflectivity": "reflectivity",
		"$mat.refracti": "refraction",
		"$tex.file": "map"

	};

	var nameTexMapping = {

		"$tex.ambient": "ambientMap",
		"$clr.diffuse": "map",
		"$clr.specular": "specMap",
		"$clr.emissive": "emissive",
		"$clr.transparent": "alphaMap",
		"$clr.reflective": "reflectMap",

	};

	var nameTypeMapping = {

		"?mat.name": "string",
		"$mat.shadingm": "bool",
		"$mat.twosided": "bool",
		"$mat.wireframe": "bool",
		"$clr.ambient": "color",
		"$clr.diffuse": "color",
		"$clr.specular": "color",
		"$clr.emissive": "color",
		"$clr.transparent": "color",
		"$clr.reflective": "color",
		"$mat.shininess": "float",
		"$mat.reflectivity": "float",
		"$mat.refracti": "float",
		"$tex.file": "map"

	};

	function aiMaterial() {

		this.mNumAllocated = 0;
		this.mNumProperties = 0;
		this.mProperties = [];
		this.toTHREE = function ( scene ) {

			var name = this.mProperties[ 0 ].dataAsString();
			var mat = new THREE.MeshPhongMaterial();

			for ( var i = 0; i < this.mProperties.length; i ++ ) {

				if ( nameTypeMapping[ this.mProperties[ i ].mKey ] == 'float' )
					mat[ namePropMapping[ this.mProperties[ i ].mKey ] ] = this.mProperties[ i ].dataAsFloat();
				if ( nameTypeMapping[ this.mProperties[ i ].mKey ] == 'color' )
					mat[ namePropMapping[ this.mProperties[ i ].mKey ] ] = this.mProperties[ i ].dataAsColor();
				if ( nameTypeMapping[ this.mProperties[ i ].mKey ] == 'bool' )
					mat[ namePropMapping[ this.mProperties[ i ].mKey ] ] = this.mProperties[ i ].dataAsBool();
				if ( nameTypeMapping[ this.mProperties[ i ].mKey ] == 'string' )
					mat[ namePropMapping[ this.mProperties[ i ].mKey ] ] = this.mProperties[ i ].dataAsString();
				if ( nameTypeMapping[ this.mProperties[ i ].mKey ] == 'map' ) {

					var prop = this.mProperties[ i ];
					if ( prop.mSemantic == aiTextureType_DIFFUSE )
						mat.map = this.mProperties[ i ].dataAsMap( scene );
					if ( prop.mSemantic == aiTextureType_NORMALS )
						mat.normalMap = this.mProperties[ i ].dataAsMap( scene );
					if ( prop.mSemantic == aiTextureType_LIGHTMAP )
						mat.lightMap = this.mProperties[ i ].dataAsMap( scene );
					if ( prop.mSemantic == aiTextureType_OPACITY )
						mat.alphaMap = this.mProperties[ i ].dataAsMap( scene );

				}

			}

			mat.ambient.r = .53;
			mat.ambient.g = .53;
			mat.ambient.b = .53;
			mat.color.r = 1;
			mat.color.g = 1;
			mat.color.b = 1;
			return mat;

		};

	}


	function veclerp( v1, v2, l ) {

		var v = new THREE.Vector3();
		var lm1 = 1 - l;
		v.x = v1.x * l + v2.x * lm1;
		v.y = v1.y * l + v2.y * lm1;
		v.z = v1.z * l + v2.z * lm1;
		return v;

	}

	function quatlerp( q1, q2, l ) {

		return q1.clone().slerp( q2, 1 - l );

	}

	function sampleTrack( keys, time, lne, lerp ) {

		if ( keys.length == 1 ) return keys[ 0 ].mValue.toTHREE();

		var dist = Infinity;
		var key = null;
		var nextKey = null;

		for ( var i = 0; i < keys.length; i ++ ) {

			var timeDist = Math.abs( keys[ i ].mTime - time );

			if ( timeDist < dist && keys[ i ].mTime <= time ) {

				dist = timeDist;
				key = keys[ i ];
				nextKey = keys[ i + 1 ];

			}

		}

		if ( ! key ) return null;

		if ( key && nextKey ) {

			var dT = nextKey.mTime - key.mTime;
			var T = key.mTime - time;
			var l = T / dT;

			return lerp( key.mValue.toTHREE(), nextKey.mValue.toTHREE(), l );

		}

		nextKey = keys[ 0 ].clone();
		nextKey.mTime += lne;

		var dT = nextKey.mTime - key.mTime;
		var T = key.mTime - time;
		var l = T / dT;

		return lerp( key.mValue.toTHREE(), nextKey.mValue.toTHREE(), l );

	}

	function aiNodeAnim() {

		this.mNodeName = "";
		this.mNumPositionKeys = 0;
		this.mNumRotationKeys = 0;
		this.mNumScalingKeys = 0;
		this.mPositionKeys = [];
		this.mRotationKeys = [];
		this.mScalingKeys = [];
		this.mPreState = "";
		this.mPostState = "";
		this.init = function ( tps ) {

			if ( ! tps ) tps = 1;

			function t( t ) {

				t.mTime /= tps;

			}

			this.mPositionKeys.forEach( t );
			this.mRotationKeys.forEach( t );
			this.mScalingKeys.forEach( t );

		};

		this.sortKeys = function () {

			function comp( a, b ) {

				return a.mTime - b.mTime;

			}

			this.mPositionKeys.sort( comp );
			this.mRotationKeys.sort( comp );
			this.mScalingKeys.sort( comp );

		};

		this.getLength = function () {

			return Math.max(
				Math.max.apply( null, this.mPositionKeys.map( function ( a ) { return a.mTime } ) ),
				Math.max.apply( null, this.mRotationKeys.map( function ( a ) { return a.mTime } ) ),
				Math.max.apply( null, this.mScalingKeys.map( function ( a ) { return a.mTime } ) )
			);

		};

		this.toTHREE = function ( o, tps ) {

			this.sortKeys();
			var length = this.getLength();
			var track = new Virtulous.KeyFrameTrack();

			for ( var i = 0; i < length; i += .05 ) {

				var matrix = new THREE.Matrix4();
				var time = i;
				var pos = sampleTrack( this.mPositionKeys, time, length, veclerp );
				var scale = sampleTrack( this.mScalingKeys, time, length, veclerp );
				var rotation = sampleTrack( this.mRotationKeys, time, length, quatlerp );
				matrix.compose( pos, rotation, scale );

				var key = new Virtulous.KeyFrame( time, matrix );
				track.addKey( key );

			}

			track.target = o.findNode( this.mNodeName ).toTHREE();

			var tracks = [ track ];

			if ( o.nodeToBoneMap[ this.mNodeName ] ) {

				for ( var i = 0; i < o.nodeToBoneMap[ this.mNodeName ].length; i ++ ) {

					var t2 = track.clone();
					t2.target = o.nodeToBoneMap[ this.mNodeName ][ i ];
					tracks.push( t2 );

				}

			}

			return tracks;

		};

	}

	function aiAnimation() {

		this.mName = "";
		this.mDuration = 0;
		this.mTicksPerSecond = 0;
		this.mNumChannels = 0;
		this.mChannels = [];
		this.toTHREE = function ( root ) {

			var animationHandle = new Virtulous.Animation();

			for ( var i in this.mChannels ) {

				this.mChannels[ i ].init( this.mTicksPerSecond );

				var tracks = this.mChannels[ i ].toTHREE( root );

				for ( var j in tracks ) {

					tracks[ j ].init();
					animationHandle.addTrack( tracks[ j ] );

				}

			}

			animationHandle.length = Math.max.apply( null, animationHandle.tracks.map( function ( e ) { return e.length } ) );
			return animationHandle;

		};

	}

	function aiTexture() {

		this.mWidth = 0;
		this.mHeight = 0;
		this.texAchFormatHint = [];
		this.pcData = [];

	}

	function aiLight() {

		this.mName = '';
		this.mType = 0;
		this.mAttenuationConstant = 0;
		this.mAttenuationLinear = 0;
		this.mAttenuationQuadratic = 0;
		this.mAngleInnerCone = 0;
		this.mAngleOuterCone = 0;
		this.mColorDiffuse = null;
		this.mColorSpecular = null;
		this.mColorAmbient = null;

	}

	function aiCamera() {

		this.mName = '';
		this.mPosition = null;
		this.mLookAt = null;
		this.mUp = null;
		this.mHorizontalFOV = 0;
		this.mClipPlaneNear = 0;
		this.mClipPlaneFar = 0;
		this.mAspect = 0;

	}

	function aiScene() {

		this.mFlags = 0;
		this.mNumMeshes = 0;
		this.mNumMaterials = 0;
		this.mNumAnimations = 0;
		this.mNumTextures = 0;
		this.mNumLights = 0;
		this.mNumCameras = 0;
		this.mRootNode = null;
		this.mMeshes = [];
		this.mMaterials = [];
		this.mAnimations = [];
		this.mLights = [];
		this.mCameras = [];
		this.nodeToBoneMap = {};
		this.findNode = function ( name, root ) {

			if ( ! root ) {

				root = this.mRootNode;

			}

			if ( root.mName == name ) {

				return root;

			}

			for ( var i = 0; i < root.mChildren.length; i ++ ) {

				var ret = this.findNode( name, root.mChildren[ i ] );
				if ( ret ) return ret;

			}

			return null;

		};

		this.toTHREE = function () {

			this.nodeCount = 0;

			markBones( this );

			var o = this.mRootNode.toTHREE( this );

			for ( var i in this.mMeshes )
				this.mMeshes[ i ].hookupSkeletons( this, o );

			if ( this.mAnimations.length > 0 ) {

				var a = this.mAnimations[ 0 ].toTHREE( this );

			}

			return { object: o, animation: a };

		};

	}

	function aiMatrix4() {

		this.elements = [
			[],
			[],
			[],
			[]
		];
		this.toTHREE = function () {

			var m = new THREE.Matrix4();

			for ( var i = 0; i < 4; ++i ) {

				for ( var i2 = 0; i2 < 4; ++i2 ) {

					m.elements[ i * 4 + i2 ] = this.elements[ i2 ][ i ];

				}

			}

			return m;

		};

	}

	var littleEndian = true;

	function readFloat( dataview ) {

		var val = dataview.getFloat32( dataview.readOffset, littleEndian );
		dataview.readOffset += 4;
		return val;

	}

	function Read_double( dataview ) {

		var val = dataview.getFloat64( dataview.readOffset, littleEndian );
		dataview.readOffset += 8;
		return val;

	}

	function Read_uint8_t( dataview ) {

		var val = dataview.getUint8( dataview.readOffset );
		dataview.readOffset += 1;
		return val;

	}

	function Read_uint16_t( dataview ) {

		var val = dataview.getUint16( dataview.readOffset, littleEndian );
		dataview.readOffset += 2;
		return val;

	}

	function Read_unsigned_int( dataview ) {

		var val = dataview.getUint32( dataview.readOffset, littleEndian );
		dataview.readOffset += 4;
		return val;

	}

	function Read_uint32_t( dataview ) {

		var val = dataview.getUint32( dataview.readOffset, littleEndian );
		dataview.readOffset += 4;
		return val;

	}

	function Read_aiVector3D( stream ) {

		var v = new aiVector3D();
		v.x = readFloat( stream );
		v.y = readFloat( stream );
		v.z = readFloat( stream );
		return v;

	}

	function Read_aiVector2D( stream ) {

		var v = new aiVector2D();
		v.x = readFloat( stream );
		v.y = readFloat( stream );
		return v;

	}

	function Read_aiVector4D( stream ) {

		var v = new aiVector4D();
		v.w = readFloat( stream );
		v.x = readFloat( stream );
		v.y = readFloat( stream );
		v.z = readFloat( stream );
		return v;

	}

	function Read_aiColor3D( stream ) {

		var c = new aiColor3D();
		c.r = readFloat( stream );
		c.g = readFloat( stream );
		c.b = readFloat( stream );
		return c;

	}

	function Read_aiColor4D( stream ) {

		var c = new aiColor4D();
		c.r = readFloat( stream );
		c.g = readFloat( stream );
		c.b = readFloat( stream );
		c.a = readFloat( stream );
		return c;

	}

	function Read_aiQuaternion( stream ) {

		var v = new aiQuaternion();
		v.w = readFloat( stream );
		v.x = readFloat( stream );
		v.y = readFloat( stream );
		v.z = readFloat( stream );
		return v;

	}

	function Read_aiString( stream ) {

		var s = new aiString();
		var stringlengthbytes = Read_unsigned_int( stream );
		stream.ReadBytes( s.data, 1, stringlengthbytes );
		return s.toString();

	}

	function Read_aiVertexWeight( stream ) {

		var w = new aiVertexWeight();
		w.mVertexId = Read_unsigned_int( stream );
		w.mWeight = readFloat( stream );
		return w;

	}

	function Read_aiMatrix4x4( stream ) {

		var m = new aiMatrix4();

		for ( var i = 0; i < 4; ++i ) {

			for ( var i2 = 0; i2 < 4; ++i2 ) {

				m.elements[ i ][ i2 ] = readFloat( stream );

			}

		}

		return m;

	}

	function Read_aiVectorKey( stream ) {

		var v = new aiVectorKey();
		v.mTime = Read_double( stream );
		v.mValue = Read_aiVector3D( stream );
		return v;

	}

	function Read_aiQuatKey( stream ) {

		var v = new aiQuatKey();
		v.mTime = Read_double( stream );
		v.mValue = Read_aiQuaternion( stream );
		return v;

	}

	function ReadArray( stream, data, size ) {

		for ( var i = 0; i < size; i ++ ) data[ i ] = Read( stream );

	}

	function ReadArray_aiVector2D( stream, data, size ) {

		for ( var i = 0; i < size; i ++ ) data[ i ] = Read_aiVector2D( stream );

	}

	function ReadArray_aiVector3D( stream, data, size ) {

		for ( var i = 0; i < size; i ++ ) data[ i ] = Read_aiVector3D( stream );

	}

	function ReadArray_aiVector4D( stream, data, size ) {

		for ( var i = 0; i < size; i ++ ) data[ i ] = Read_aiVector4D( stream );

	}

	function ReadArray_aiVertexWeight( stream, data, size ) {

		for ( var i = 0; i < size; i ++ ) data[ i ] = Read_aiVertexWeight( stream );

	}

	function ReadArray_aiColor4D( stream, data, size ) {

		for ( var i = 0; i < size; i ++ ) data[ i ] = Read_aiColor4D( stream );

	}

	function ReadArray_aiVectorKey( stream, data, size ) {

		for ( var i = 0; i < size; i ++ ) data[ i ] = Read_aiVectorKey( stream );

	}

	function ReadArray_aiQuatKey( stream, data, size ) {

		for ( var i = 0; i < size; i ++ ) data[ i ] = Read_aiQuatKey( stream );

	}

	function ReadBounds( stream, T /*p*/, n ) {

		// not sure what to do here, the data isn't really useful.
		return stream.Seek( sizeof( T ) * n, aiOrigin_CUR );

	}

	function ai_assert( bool ) {

		if ( ! bool )
			throw ( "asset failed" );

	}

	function ReadBinaryNode( stream, parent, depth ) {

		var chunkID = Read_uint32_t( stream );
		ai_assert( chunkID == ASSBIN_CHUNK_AINODE );
		/*uint32_t size =*/
		Read_uint32_t( stream );
		var node = new aiNode();
		node.mParent = parent;
		node.mDepth = depth;
		node.mName = Read_aiString( stream );
		node.mTransformation = Read_aiMatrix4x4( stream );
		node.mNumChildren = Read_unsigned_int( stream );
		node.mNumMeshes = Read_unsigned_int( stream );

		if ( node.mNumMeshes ) {

			node.mMeshes = [];

			for ( var i = 0; i < node.mNumMeshes; ++i ) {

				node.mMeshes[ i ] = Read_unsigned_int( stream );

			}

		}

		if ( node.mNumChildren ) {

			node.mChildren = [];

			for ( var i = 0; i < node.mNumChildren; ++i ) {

				var node2 = ReadBinaryNode( stream, node, depth ++ );
				node.mChildren[ i ] = node2;

			}

		}

		return node;

	}

	// -----------------------------------------------------------------------------------

	function ReadBinaryBone( stream, b ) {

		var chunkID = Read_uint32_t( stream );
		ai_assert( chunkID == ASSBIN_CHUNK_AIBONE );
		/*uint32_t size =*/
		Read_uint32_t( stream );
		b.mName = Read_aiString( stream );
		b.mNumWeights = Read_unsigned_int( stream );
		b.mOffsetMatrix = Read_aiMatrix4x4( stream );
		// for the moment we write dumb min/max values for the bones, too.
		// maybe I'll add a better, hash-like solution later
		if ( shortened ) {

			ReadBounds( stream, b.mWeights, b.mNumWeights );

		} else {

			// else write as usual

			b.mWeights = [];
			ReadArray_aiVertexWeight( stream, b.mWeights, b.mNumWeights );

		}

		return b;

	}

	function ReadBinaryMesh( stream, mesh ) {

		var chunkID = Read_uint32_t( stream );
		ai_assert( chunkID == ASSBIN_CHUNK_AIMESH );
		/*uint32_t size =*/
		Read_uint32_t( stream );
		mesh.mPrimitiveTypes = Read_unsigned_int( stream );
		mesh.mNumVertices = Read_unsigned_int( stream );
		mesh.mNumFaces = Read_unsigned_int( stream );
		mesh.mNumBones = Read_unsigned_int( stream );
		mesh.mMaterialIndex = Read_unsigned_int( stream );
		mesh.mNumUVComponents = [];
		// first of all, write bits for all existent vertex components
		var c = Read_unsigned_int( stream );

		if ( c & ASSBIN_MESH_HAS_POSITIONS ) {

			if ( shortened ) {

				ReadBounds( stream, mesh.mVertices, mesh.mNumVertices );

			} else {

				// else write as usual

				mesh.mVertices = [];
				mesh.mVertexBuffer = stream.subArray32( stream.readOffset, stream.readOffset + mesh.mNumVertices * 3 * 4 );
				stream.Seek( mesh.mNumVertices * 3 * 4, aiOrigin_CUR );

			}

		}

		if ( c & ASSBIN_MESH_HAS_NORMALS ) {

			if ( shortened ) {

				ReadBounds( stream, mesh.mNormals, mesh.mNumVertices );

			} else {

				// else write as usual

				mesh.mNormals = [];
				mesh.mNormalBuffer = stream.subArray32( stream.readOffset, stream.readOffset + mesh.mNumVertices * 3 * 4 );
				stream.Seek( mesh.mNumVertices * 3 * 4, aiOrigin_CUR );

			}

		}

		if ( c & ASSBIN_MESH_HAS_TANGENTS_AND_BITANGENTS ) {

			if ( shortened ) {

				ReadBounds( stream, mesh.mTangents, mesh.mNumVertices );
				ReadBounds( stream, mesh.mBitangents, mesh.mNumVertices );

			} else {

				// else write as usual

				mesh.mTangents = [];
				mesh.mTangentBuffer = stream.subArray32( stream.readOffset, stream.readOffset + mesh.mNumVertices * 3 * 4 );
				stream.Seek( mesh.mNumVertices * 3 * 4, aiOrigin_CUR );
				mesh.mBitangents = [];
				mesh.mBitangentBuffer = stream.subArray32( stream.readOffset, stream.readOffset + mesh.mNumVertices * 3 * 4 );
				stream.Seek( mesh.mNumVertices * 3 * 4, aiOrigin_CUR );

			}

		}

		for ( var n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS; ++n ) {

			if ( ! ( c & ASSBIN_MESH_HAS_COLOR( n ) ) ) break;

			if ( shortened ) {

				ReadBounds( stream, mesh.mColors[ n ], mesh.mNumVertices );

			} else {

				// else write as usual

				mesh.mColors[ n ] = [];
				mesh.mColorBuffer = stream.subArray32( stream.readOffset, stream.readOffset + mesh.mNumVertices * 4 * 4 );
				stream.Seek( mesh.mNumVertices * 4 * 4, aiOrigin_CUR );

			}

		}

		mesh.mTexCoordsBuffers = [];

		for ( var n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++n ) {

			if ( ! ( c & ASSBIN_MESH_HAS_TEXCOORD( n ) ) ) break;

			// write number of UV components
			mesh.mNumUVComponents[ n ] = Read_unsigned_int( stream );

			if ( shortened ) {

				ReadBounds( stream, mesh.mTextureCoords[ n ], mesh.mNumVertices );

			} else {

			// else write as usual

				mesh.mTextureCoords[ n ] = [];
				//note that assbin always writes 3d texcoords
				mesh.mTexCoordsBuffers[ n ] = [];

				for ( var uv = 0; uv < mesh.mNumVertices; uv ++ ) {

					mesh.mTexCoordsBuffers[ n ].push( readFloat( stream ) );
					mesh.mTexCoordsBuffers[ n ].push( readFloat( stream ) );
					readFloat( stream );

				}

			}

		}
		// write faces. There are no floating-point calculations involved
		// in these, so we can write a simple hash over the face data
		// to the dump file. We generate a single 32 Bit hash for 512 faces
		// using Assimp's standard hashing function.
		if ( shortened ) {

			Read_unsigned_int( stream );

		} else {

			// else write as usual

			// if there are less than 2^16 vertices, we can simply use 16 bit integers ...
			mesh.mFaces = [];

			var indexCounter = 0;
			mesh.mIndexArray = [];

			for ( var i = 0; i < mesh.mNumFaces; ++i ) {

				var f = mesh.mFaces[ i ] = new aiFace();
				// BOOST_STATIC_ASSERT(AI_MAX_FACE_INDICES <= 0xffff);
				f.mNumIndices = Read_uint16_t( stream );
				f.mIndices = [];

				for ( var a = 0; a < f.mNumIndices; ++a ) {

					if ( mesh.mNumVertices < ( 1 << 16 ) ) {

						f.mIndices[ a ] = Read_uint16_t( stream );

					} else {

						f.mIndices[ a ] = Read_unsigned_int( stream );

					}

					

				}

				if(f.mNumIndices === 3) {

					mesh.mIndexArray.push( f.mIndices[ 0 ] );
					mesh.mIndexArray.push( f.mIndices[ 1 ] );
					mesh.mIndexArray.push( f.mIndices[ 2 ] );

				}
				else if(f.mNumIndices === 4) {

					mesh.mIndexArray.push( f.mIndices[ 0 ] );
					mesh.mIndexArray.push( f.mIndices[ 1 ] );
					mesh.mIndexArray.push( f.mIndices[ 2 ] );
					mesh.mIndexArray.push( f.mIndices[ 2 ] );
					mesh.mIndexArray.push( f.mIndices[ 3 ] );
					mesh.mIndexArray.push( f.mIndices[ 0 ] );

				} else {

					throw ( new Error( "Sorry, can't currently triangulate polys. Use the triangulate preprocessor in Assimp." ))
					
				}



			}

		}
		// write bones
		if ( mesh.mNumBones ) {

			mesh.mBones = [];

			for ( var a = 0; a < mesh.mNumBones; ++a ) {

				mesh.mBones[ a ] = new aiBone();
				ReadBinaryBone( stream, mesh.mBones[ a ] );

			}

		}

	}

	function ReadBinaryMaterialProperty( stream, prop ) {

		var chunkID = Read_uint32_t( stream );
		ai_assert( chunkID == ASSBIN_CHUNK_AIMATERIALPROPERTY );
		/*uint32_t size =*/
		Read_uint32_t( stream );
		prop.mKey = Read_aiString( stream );
		prop.mSemantic = Read_unsigned_int( stream );
		prop.mIndex = Read_unsigned_int( stream );
		prop.mDataLength = Read_unsigned_int( stream );
		prop.mType = Read_unsigned_int( stream );
		prop.mData = [];
		stream.ReadBytes( prop.mData, 1, prop.mDataLength );

	}

	// -----------------------------------------------------------------------------------

	function ReadBinaryMaterial( stream, mat ) {

		var chunkID = Read_uint32_t( stream );
		ai_assert( chunkID == ASSBIN_CHUNK_AIMATERIAL );
		/*uint32_t size =*/
		Read_uint32_t( stream );
		mat.mNumAllocated = mat.mNumProperties = Read_unsigned_int( stream );

		if ( mat.mNumProperties ) {

			if ( mat.mProperties ) {

				delete mat.mProperties;

			}

			mat.mProperties = [];

			for ( var i = 0; i < mat.mNumProperties; ++i ) {

				mat.mProperties[ i ] = new aiMaterialProperty();
				ReadBinaryMaterialProperty( stream, mat.mProperties[ i ] );

			}

		}

	}
	// -----------------------------------------------------------------------------------
	function ReadBinaryNodeAnim( stream, nd ) {

		var chunkID = Read_uint32_t( stream );
		ai_assert( chunkID == ASSBIN_CHUNK_AINODEANIM );
		/*uint32_t size =*/
		Read_uint32_t( stream );
		nd.mNodeName = Read_aiString( stream );
		nd.mNumPositionKeys = Read_unsigned_int( stream );
		nd.mNumRotationKeys = Read_unsigned_int( stream );
		nd.mNumScalingKeys = Read_unsigned_int( stream );
		nd.mPreState = Read_unsigned_int( stream );
		nd.mPostState = Read_unsigned_int( stream );

		if ( nd.mNumPositionKeys ) {

			if ( shortened ) {

				ReadBounds( stream, nd.mPositionKeys, nd.mNumPositionKeys );

			} else {

				// else write as usual

				nd.mPositionKeys = [];
				ReadArray_aiVectorKey( stream, nd.mPositionKeys, nd.mNumPositionKeys );

			}

		}

		if ( nd.mNumRotationKeys ) {

			if ( shortened ) {

				ReadBounds( stream, nd.mRotationKeys, nd.mNumRotationKeys );

			} else {

	 			// else write as usual

				nd.mRotationKeys = [];
				ReadArray_aiQuatKey( stream, nd.mRotationKeys, nd.mNumRotationKeys );

			}

		}

		if ( nd.mNumScalingKeys ) {

			if ( shortened ) {

				ReadBounds( stream, nd.mScalingKeys, nd.mNumScalingKeys );

			} else {

 				// else write as usual

				nd.mScalingKeys = [];
				ReadArray_aiVectorKey( stream, nd.mScalingKeys, nd.mNumScalingKeys );

			}

		}

	}
	// -----------------------------------------------------------------------------------
	function ReadBinaryAnim( stream, anim ) {

		var chunkID = Read_uint32_t( stream );
		ai_assert( chunkID == ASSBIN_CHUNK_AIANIMATION );
		/*uint32_t size =*/
		Read_uint32_t( stream );
		anim.mName = Read_aiString( stream );
		anim.mDuration = Read_double( stream );
		anim.mTicksPerSecond = Read_double( stream );
		anim.mNumChannels = Read_unsigned_int( stream );

		if ( anim.mNumChannels ) {

			anim.mChannels = [];

			for ( var a = 0; a < anim.mNumChannels; ++a ) {

				anim.mChannels[ a ] = new aiNodeAnim();
				ReadBinaryNodeAnim( stream, anim.mChannels[ a ] );

			}

		}

	}

	function ReadBinaryTexture( stream, tex ) {

		var chunkID = Read_uint32_t( stream );
		ai_assert( chunkID == ASSBIN_CHUNK_AITEXTURE );
		/*uint32_t size =*/
		Read_uint32_t( stream );
		tex.mWidth = Read_unsigned_int( stream );
		tex.mHeight = Read_unsigned_int( stream );
		stream.ReadBytes( tex.achFormatHint, 1, 4 );

		if ( ! shortened ) {

			if ( ! tex.mHeight ) {

				tex.pcData = [];
				stream.ReadBytes( tex.pcData, 1, tex.mWidth );

			} else {

				tex.pcData = [];
				stream.ReadBytes( tex.pcData, 1, tex.mWidth * tex.mHeight * 4 );

			}

		}

	}
	// -----------------------------------------------------------------------------------
	function ReadBinaryLight( stream, l ) {

		var chunkID = Read_uint32_t( stream );
		ai_assert( chunkID == ASSBIN_CHUNK_AILIGHT );
		/*uint32_t size =*/
		Read_uint32_t( stream );
		l.mName = Read_aiString( stream );
		l.mType = Read_unsigned_int( stream );

		if ( l.mType != aiLightSource_DIRECTIONAL ) {

			l.mAttenuationConstant = readFloat( stream );
			l.mAttenuationLinear = readFloat( stream );
			l.mAttenuationQuadratic = readFloat( stream );

		}

		l.mColorDiffuse = Read_aiColor3D( stream );
		l.mColorSpecular = Read_aiColor3D( stream );
		l.mColorAmbient = Read_aiColor3D( stream );

		if ( l.mType == aiLightSource_SPOT ) {

			l.mAngleInnerCone = readFloat( stream );
			l.mAngleOuterCone = readFloat( stream );

		}

	}
	// -----------------------------------------------------------------------------------
	function ReadBinaryCamera( stream, cam ) {

		var chunkID = Read_uint32_t( stream );
		ai_assert( chunkID == ASSBIN_CHUNK_AICAMERA );
		/*uint32_t size =*/
		Read_uint32_t( stream );
		cam.mName = Read_aiString( stream );
		cam.mPosition = Read_aiVector3D( stream );
		cam.mLookAt = Read_aiVector3D( stream );
		cam.mUp = Read_aiVector3D( stream );
		cam.mHorizontalFOV = readFloat( stream );
		cam.mClipPlaneNear = readFloat( stream );
		cam.mClipPlaneFar = readFloat( stream );
		cam.mAspect = readFloat( stream );

	}

	function ReadBinaryScene( stream, scene ) {

		var chunkID = Read_uint32_t( stream );
		ai_assert( chunkID == ASSBIN_CHUNK_AISCENE );
		/*uint32_t size =*/
		Read_uint32_t( stream );
		scene.mFlags = Read_unsigned_int( stream );
		scene.mNumMeshes = Read_unsigned_int( stream );
		scene.mNumMaterials = Read_unsigned_int( stream );
		scene.mNumAnimations = Read_unsigned_int( stream );
		scene.mNumTextures = Read_unsigned_int( stream );
		scene.mNumLights = Read_unsigned_int( stream );
		scene.mNumCameras = Read_unsigned_int( stream );
		// Read node graph
		scene.mRootNode = new aiNode();
		scene.mRootNode = ReadBinaryNode( stream, null, 0 );
		// Read all meshes
		if ( scene.mNumMeshes ) {

			scene.mMeshes = [];

			for ( var i = 0; i < scene.mNumMeshes; ++i ) {

				scene.mMeshes[ i ] = new aiMesh();
				ReadBinaryMesh( stream, scene.mMeshes[ i ] );

			}

		}
		// Read materials
		if ( scene.mNumMaterials ) {

			scene.mMaterials = [];

			for ( var i = 0; i < scene.mNumMaterials; ++i ) {

				scene.mMaterials[ i ] = new aiMaterial();
				ReadBinaryMaterial( stream, scene.mMaterials[ i ] );

			}

		}
		// Read all animations
		if ( scene.mNumAnimations ) {

			scene.mAnimations = [];

			for ( var i = 0; i < scene.mNumAnimations; ++i ) {

				scene.mAnimations[ i ] = new aiAnimation();
				ReadBinaryAnim( stream, scene.mAnimations[ i ] );

			}

		}
		// Read all textures
		if ( scene.mNumTextures ) {

			scene.mTextures = [];

			for ( var i = 0; i < scene.mNumTextures; ++i ) {

				scene.mTextures[ i ] = new aiTexture();
				ReadBinaryTexture( stream, scene.mTextures[ i ] );

			}

		}
		// Read lights
		if ( scene.mNumLights ) {

			scene.mLights = [];

			for ( var i = 0; i < scene.mNumLights; ++i ) {

				scene.mLights[ i ] = new aiLight();
				ReadBinaryLight( stream, scene.mLights[ i ] );

			}

		}
		// Read cameras
		if ( scene.mNumCameras ) {

			scene.mCameras = [];

			for ( var i = 0; i < scene.mNumCameras; ++i ) {

				scene.mCameras[ i ] = new aiCamera();
				ReadBinaryCamera( stream, scene.mCameras[ i ] );

			}

		}

	}
	var aiOrigin_CUR = 0;
	var aiOrigin_BEG = 1;

	function extendStream( stream ) {

		stream.readOffset = 0;
		stream.Seek = function ( off, ori ) {

			if ( ori == aiOrigin_CUR ) {

				stream.readOffset += off;

			}
			if ( ori == aiOrigin_BEG ) {

				stream.readOffset = off;

			}

		};

		stream.ReadBytes = function ( buff, size, n ) {

			var bytes = size * n;
			for ( var i = 0; i < bytes; i ++ )
				buff[ i ] = Read_uint8_t( this );

		};

		stream.subArray32 = function ( start, end ) {

			var buff = this.buffer;
			var newbuff = buff.slice( start, end );
			return new Float32Array( newbuff );

		};

		stream.subArrayUint16 = function ( start, end ) {

			var buff = this.buffer;
			var newbuff = buff.slice( start, end );
			return new Uint16Array( newbuff );

		};

		stream.subArrayUint8 = function ( start, end ) {

			var buff = this.buffer;
			var newbuff = buff.slice( start, end );
			return new Uint8Array( newbuff );

		};

		stream.subArrayUint32 = function ( start, end ) {

			var buff = this.buffer;
			var newbuff = buff.slice( start, end );
			return new Uint32Array( newbuff );

		};

	}

	function AssimpLoader() {

		this.load = function ( url, callback ) {

			var xhr = new XMLHttpRequest();
			xhr.open( 'GET', url, true );
			xhr.responseType = 'arraybuffer';
			xhr.onerror = function ( e ) {

				callback( e );

			};
			xhr.onload = function ( e ) {

				try {

					var time = performance.now();
					// response is unsigned 8 bit integer
					var node = InternReadFile( this.response, url );
					console.info( "Parse in " + ( performance.now() - time ) );
					callback( null, node );

				} catch ( e ) {

					callback( e );

				}

			};

			xhr.send();

		};

	}

	function InternReadFile( pFiledata, url ) {

		var pScene = new aiScene();
		pScene.baseURL = url;
		var stream = new DataView( pFiledata );
		extendStream( stream );
		stream.Seek( 44, aiOrigin_CUR ); // signature
		/*unsigned int versionMajor =*/
		var versionMajor = Read_unsigned_int( stream );
		/*unsigned int versionMinor =*/
		var versionMinor = Read_unsigned_int( stream );
		/*unsigned int versionRevision =*/
		var versionRevision = Read_unsigned_int( stream );
		/*unsigned int compileFlags =*/
		var compileFlags = Read_unsigned_int( stream );
		shortened = Read_uint16_t( stream ) > 0;
		compressed = Read_uint16_t( stream ) > 0;
		if ( shortened )
			throw "Shortened binaries are not supported!";
		stream.Seek( 256, aiOrigin_CUR ); // original filename
		stream.Seek( 128, aiOrigin_CUR ); // options
		stream.Seek( 64, aiOrigin_CUR ); // padding
		if ( compressed ) {

			var uncompressedSize = Read_uint32_t( stream );
			var compressedSize = stream.FileSize() - stream.Tell();
			var compressedData = [];
			stream.Read( compressedData, 1, compressedSize );
			var uncompressedData = [];
			uncompress( uncompressedData, uncompressedSize, compressedData, compressedSize );
			var buff = new ArrayBuffer( uncompressedData );
			ReadBinaryScene( buff, pScene );

		} else {

			ReadBinaryScene( stream, pScene );
			return pScene.toTHREE();

		}

	}

	THREE.AssimpLoader = AssimpLoader;

} )();